////////////////////////////////////////////
// XyText v1.0.3 Script (5 Face, Multi Texture)
//
// Written by Xylor Baysklef
//
// Modified by Thraxis Epsilon January 20, 2006
// Added Support for 5 Face Prim, based on modification
// of XyText v1.1.1 by Kermitt Quick for Single Texture.
//
// Obtain ME (starting linking channel from Object name)
// thane can use all the other commands
// IDEAL for linked structures
////////////////////////////////////////////

/////////////// CONSTANTS ///////////////////
// XyText Message Map.
integer DISPLAY_STRING      = 0;
integer DISPLAY_EXTENDED    = 100;
integer REMAP_INDICES       = 200;
integer RESET_INDICES       = 300;
integer SET_CELL_INFO       = 400;
integer SET_THICKNESS       = 600;
integer SET_COLOR           = 700;

// This is an extended character escape sequence.
string  ESCAPE_SEQUENCE = "\\e";

// This is used to get an index for the extended character.
string  EXTENDED_INDEX  = "123456789abcdef";

// Face numbers.
integer FACE_1          = 3;
integer FACE_2          = 7;
integer FACE_3          = 4;
integer FACE_4          = 6;
integer FACE_5          = 1;

// Used to hide the text after a fade-out.
key     TRANSPARENT     = "701917a8-d614-471f-13dd-5f4644e36e3c";
// This is a list of textures for all 2-character combinations.
list    CHARACTER_GRID  = [
	"00e9f9f7-0669-181c-c192-7f8e67678c8d",
	"347a5cb6-0031-7ec0-2fcf-f298eebf3c0e",
	"4e7e689e-37f1-9eca-8596-a958bbd23963",
	"19ea9c21-67ba-8f6f-99db-573b1b877eb1",
	"dde7b412-cda1-652f-6fc2-73f4641f96e1",
	"af6fa3bb-3a6c-9c4f-4bf5-d1c126c830da",
	"a201d3a2-364b-43b6-8686-5881c0f82a94",
	"b674dec8-fead-99e5-c28d-2db8e4c51540",
	"366e05f3-be6b-e5cf-c33b-731dff649caa",
	"75c4925c-0427-dc0c-c71c-e28674ff4d27",
	"dcbe166b-6a97-efb2-fc8e-e5bc6a8b1be6",
	"0dca2feb-fc66-a762-db85-89026a4ecd68",
	"a0fca76f-503a-946b-9336-0a918e886f7a",
	"67fb375d-89a1-5a4f-8c7a-0cd1c066ffc4",
	"300470b2-da34-5470-074c-1b8464ca050c",
	"d1f8e91c-ce2b-d85e-2120-930d3b630946",
	"2a190e44-7b29-dadb-0bff-c31adaf5a170",
	"75d55e71-f6f8-9835-e746-a45f189f30a1",
	"300fac33-2b30-3da3-26bc-e2d70428ec19",
	"0747c776-011a-53ce-13ee-8b5bb9e87c1e",
	"85a855c3-a94f-01ca-33e0-7dde92e727e2",
	"cbc1dab2-2d61-2986-1949-7a5235c954e1",
	"f7aef047-f266-9596-16df-641010edd8e1",
	"4c34ebf7-e5e1-2e1a-579f-e224d9d5e71b",
	"4a69e98c-26a5-ad05-e92e-b5b906ad9ef9",
	"462a9226-2a97-91ac-2d89-57ab33334b78",
	"20b24b3a-8c57-82ee-c6ed-555003f5dbcd",
	"9b481daa-9ea8-a9fa-1ee4-ab9a0d38e217",
	"c231dbdc-c842-15b0-7aa6-6da14745cfdc",
	"c97e3cbb-c9a3-45df-a0ae-955c1f4bf9cf",
	"f1e7d030-ff80-a242-cb69-f6951d4eae3b",
	"ed32d6c4-d733-c0f1-f242-6df1d222220d",
	"88f96a30-dccf-9b20-31ef-da0dfeb23c72",
	"252f2595-58b8-4bcc-6515-fa274d0cfb65",
	"f2838c4f-de80-cced-dff8-195dfdf36b2c",
	"cc2594fe-add2-a3df-cdb3-a61711badf53",
	"e0ce2972-da00-955c-129e-3289b3676776",
	"3e0d336d-321f-ddfa-5c1b-e26131766f6a",
	"d43b1dc4-6b51-76a7-8b90-38865b82bf06",
	"06d16cbb-1868-fd1d-5c93-eae42164a37d",
	"dd5d98cf-273e-3fd0-f030-48be58ee3a0b",
	"0e47c89e-de4a-6233-a2da-cb852aad1b00",
	"fb9c4a55-0e13-495b-25c4-f0b459dc06de",
	"e3ce8def-312c-735b-0e48-018b6799c883",
	"2f713216-4e71-d123-03ed-9c8554710c6b",
	"4a417d8a-1f4f-404b-9783-6672f8527911",
	"ca5e21ec-5b20-5909-4c31-3f90d7316b33",
	"06a4fcc3-e1c4-296d-8817-01f88fbd7367",
	"130ac084-6f3c-95de-b5b6-d25c80703474",
	"59d540a0-ae9d-3606-5ae0-4f2842b64cfa",
	"8612ae9a-f53c-5bf4-2899-8174d7abc4fd",
	"12467401-e979-2c49-34e0-6ac761542797",
	"d53c3eaa-0404-3860-0675-3e375596c3e3",
	"9f5b26bd-81d3-b25e-62fe-5b671d1e3e79",
	"f57f0b64-a050-d617-ee00-c8e9e3adc9cb",
	"beff166a-f5f3-f05e-e020-98f2b00e27ed",
	"02278a65-94ba-6d5e-0d2b-93f2e4f4bf70",
	"a707197d-449e-5b58-846c-0c850c61f9d6",
	"021d4b1a-9503-a44f-ee2b-976eb5d80e68",
	"0ae2ffae-7265-524d-cb76-c2b691992706",
	"f6e41cf2-1104-bd0b-0190-dffad1bac813",
	"2b4bb15e-956d-56ae-69f5-d26a20de0ce7",
	"f816da2c-51f1-612a-2029-a542db7db882",
	"345fea05-c7be-465c-409f-9dcb3bd2aa07",
	"b3017e02-c063-5185-acd5-1ef5f9d79b89",
	"4dcff365-1971-3c2b-d73c-77e1dc54242a"
	];
integer ME;
///////////// END CONSTANTS ////////////////

///////////// GLOBAL VARIABLES ///////////////
// All displayable characters.  Default to ASCII order.
string gCharIndex;
// This is the channel to listen on while acting
// as a cell in a larger display.
integer gCellChannel      = -1;
// This is the starting character position in the cell channel message
// to render.
integer gCellCharPosition = 0;
// This is whether or not to use the fade in/out special effect.
integer gCellUseFading      = FALSE;
// This is how long to display the text before fading out (if using
// fading special effect).
// Note: < 0  means don't fade out.
float   gCellHoldDelay      = 1.0;
/////////// END GLOBAL VARIABLES ////////////

ResetCharIndex() {
	gCharIndex  = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`";
	// \" <-- Fixes LSL syntax highlighting bug.
	gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~";
	gCharIndex += "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
}

vector GetGridPos(integer index1, integer index2) {
	// There are two ways to use the lookup table...
	integer Col;
	integer Row;
	if (index1 >= index2) {
		// In this case, the row is the index of the first character:
		Row = index1;
		// And the col is the index of the second character (x2)
		Col = index2 * 2;
	}
	else { // Index1 < Index2
		// In this case, the row is the index of the second character:
		Row = index2;
		// And the col is the index of the first character, x2, offset by 1.
		Col = index1 * 2 + 1;
	}
	return <Col, Row, 0>;
}

string GetGridTexture(vector grid_pos) {
	// Calculate the texture in the grid to use.
	integer GridCol = llRound(grid_pos.x) / 20;
	integer GridRow = llRound(grid_pos.y) / 10;
	
	// Lookup the texture.
	key Texture = llList2Key(CHARACTER_GRID, GridRow * (GridRow + 1) / 2 + GridCol);
	return Texture;
}

vector GetGridOffset(vector grid_pos) {
	// Zoom in on the texture showing our character pair.
	integer Col = llRound(grid_pos.x) % 20;
	integer Row = llRound(grid_pos.y) % 10;
	
	// Return the offset in the texture.
	return <-0.45 + 0.05 * Col, 0.45 - 0.1 * Row, 0.0>;
}

ShowChars(vector grid_pos1, vector grid_pos2, vector grid_pos3, vector grid_pos4, vector grid_pos5) {
	// Set the primitive textures directly.
	
	
	llSetPrimitiveParams( [
		PRIM_TEXTURE, FACE_1, GetGridTexture(grid_pos1), <0.25, 0.1, 0>, GetGridOffset(grid_pos1) + <0.075, 0, 0>, 0.0,
		PRIM_TEXTURE, FACE_2, GetGridTexture(grid_pos2), <0.1, 0.1, 0>, GetGridOffset(grid_pos2), 0.0,
		PRIM_TEXTURE, FACE_3, GetGridTexture(grid_pos3), <-1.48, 0.1, 0>, GetGridOffset(grid_pos3)+ <0.37, 0, 0>, 0.0,
		PRIM_TEXTURE, FACE_4, GetGridTexture(grid_pos4), <0.1, 0.1, 0>, GetGridOffset(grid_pos4), 0.0,
		PRIM_TEXTURE, FACE_5, GetGridTexture(grid_pos5), <0.25, 0.1, 0>, GetGridOffset(grid_pos5) - <0.075, 0, 0>, 0.0
		]);
}

RenderString(string str) {
	// Get the grid positions for each pair of characters.
	vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
	vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
	vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
	vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
	vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );
	
	// Use these grid positions to display the correct textures/offsets.
	ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);
}

RenderWithEffects(string str) {
	// Get the grid positions for each pair of characters.
	vector GridPos1 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) );
	vector GridPos2 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) );
	vector GridPos3 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 5, 5)) );
	vector GridPos4 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 6, 6)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 7, 7)) );
	vector GridPos5 = GetGridPos( llSubStringIndex(gCharIndex, llGetSubString(str, 8, 8)),
		llSubStringIndex(gCharIndex, llGetSubString(str, 9, 9)) );
	
	// First set the alpha to the lowest possible.
	llSetAlpha(0.05, ALL_SIDES);
	
	// Use these grid positions to display the correct textures/offsets.
	ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);
	
	float Alpha;
	for (Alpha = 0.10; Alpha <= 1.0; Alpha += 0.05)
		llSetAlpha(Alpha, ALL_SIDES);
	// See if we want to fade out as well.
	if (gCellHoldDelay < 0.0)
		// No, bail out. (Just keep showing the string at full strength).
		return;
	// Hold the text for a while.
	llSleep(gCellHoldDelay);
	// Now fade out.
	for (Alpha = 0.95; Alpha >= 0.05; Alpha -= 0.05)
		llSetAlpha(Alpha, ALL_SIDES);
	// Make the text transparent to fully hide it.
	llSetTexture(TRANSPARENT, ALL_SIDES);
}

RenderExtended(string str) {
	// Look for escape sequences.
	list Parsed       = llParseString2List(str, [], [ESCAPE_SEQUENCE]);
	integer ParsedLen = llGetListLength(Parsed);
	
	// Create a list of index values to work with.
	list Indices;
	// We start with room for 6 indices.
	integer IndicesLeft = 10;
	
	integer i;
	string Token;
	integer Clipped;
	integer LastWasEscapeSequence = FALSE;
	// Work from left to right.
	for (i = 0; i < ParsedLen && IndicesLeft > 0; i++) {
		Token = llList2String(Parsed, i);
		
		// If this is an escape sequence, just set the flag and move on.
		if (Token == ESCAPE_SEQUENCE) {
			LastWasEscapeSequence = TRUE;
		}
		else { // Token != ESCAPE_SEQUENCE
			// Otherwise this is a normal token.  Check its length.
			Clipped = FALSE;
			integer TokenLength = llStringLength(Token);
			// Clip if necessary.
			if (TokenLength > IndicesLeft) {
				Token = llGetSubString(Token, 0, IndicesLeft - 1);
				TokenLength = llStringLength(Token);
				IndicesLeft = 0;
				Clipped = TRUE;
			}
			else
				IndicesLeft -= TokenLength;
			
			// Was the previous token an escape sequence?
			if (LastWasEscapeSequence) {
				// Yes, the first character is an escape character, the rest are normal.
				
				// This is the extended character.
				Indices += [llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95];
				
				// These are the normal characters.
				integer j;
				for (j = 1; j < TokenLength; j++)
					Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))];
			}
			else { // Normal string.
				// Just add the characters normally.
				integer j;
				for (j = 0; j < TokenLength; j++)
					Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))];
			}
			
			// Unset this flag, since this was not an escape sequence.
			LastWasEscapeSequence = FALSE;
		}
	}
	
	// Use the indices to create grid positions.
	vector GridPos1 = GetGridPos( llList2Integer(Indices, 0), llList2Integer(Indices, 1) );
	vector GridPos2 = GetGridPos( llList2Integer(Indices, 2), llList2Integer(Indices, 3) );
	vector GridPos3 = GetGridPos( llList2Integer(Indices, 4), llList2Integer(Indices, 5) );
	vector GridPos4 = GetGridPos( llList2Integer(Indices, 6), llList2Integer(Indices, 7) );
	vector GridPos5 = GetGridPos( llList2Integer(Indices, 8), llList2Integer(Indices, 9) );
	
	// Use these grid positions to display the correct textures/offsets.
	ShowChars(GridPos1, GridPos2, GridPos3, GridPos4, GridPos5);
}

integer ConvertIndex(integer index) {
	// This converts from an ASCII based index to our indexing scheme.
	if (index >= 32) // ' ' or higher
		index -= 32;
	else { // index < 32
		// Quick bounds check.
		if (index > 15)
			index = 15;
		
		index += 94; // extended characters
	}
	
	return index;
}

default {
	state_entry() {
		// Initialize the character index.
		ResetCharIndex();
		ME=(integer)llGetObjectName();
		//llOwnerSay("Channel:"+(string)ME);
		//llSay(0, "Free Memory: " + (string) llGetFreeMemory());
	}
	
	link_message(integer sender, integer channel, string data, key id) {
		if (channel == (ME+DISPLAY_STRING)) {
			RenderString(data);
			return;
		}
		if (channel == (ME+DISPLAY_EXTENDED)) {
			RenderExtended(data);
			return;
		}
		if (channel == gCellChannel) {
			// Extract the characters we are interested in, and use those to render.
			string TextToRender = llGetSubString(data, gCellCharPosition, gCellCharPosition + 9);
			if (gCellUseFading)
				RenderWithEffects( TextToRender );
			else // !gCellUseFading
				RenderString( TextToRender );
			return;
		}
		if (channel == (ME+REMAP_INDICES)) {
			// Parse the message, splitting it up into index values.
			list Parsed = llCSV2List(data);
			integer i;
			// Go through the list and swap each pair of indices.
			for (i = 0; i < llGetListLength(Parsed); i += 2) {
				integer Index1 = ConvertIndex( llList2Integer(Parsed, i) );
				integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) );
				
				// Swap these index values.
				string Value1 = llGetSubString(gCharIndex, Index1, Index1);
				string Value2 = llGetSubString(gCharIndex, Index2, Index2);
				
				gCharIndex = llDeleteSubString(gCharIndex, Index1, Index1);
				gCharIndex = llInsertString(gCharIndex, Index1, Value2);
				
				gCharIndex = llDeleteSubString(gCharIndex, Index2, Index2);
				gCharIndex = llInsertString(gCharIndex, Index2, Value1);
			}
			return;
		}
		if (channel == (ME+RESET_INDICES)) {
			// Restore the character index back to default settings.
			ResetCharIndex();
			return;
		}
		if (channel == (ME+SET_CELL_INFO)) {
			// Change the channel we listen to for cell commands, and the
			// starting character position to extract from.
			list Parsed = llCSV2List(data);
			gCellChannel        = (integer) llList2String(Parsed, 0);
			gCellCharPosition   = (integer) llList2String(Parsed, 1);
			gCellUseFading      = (integer) llList2String(Parsed, 2);
			gCellHoldDelay      = (float)   llList2String(Parsed, 3);
			return;
		}
		if (channel == (ME+SET_THICKNESS)) {
			// Set our z scale to thickness, while staying fixed
			// in position relative the prim below us.
			vector Scale    = llGetScale();
			float Thickness = (float) data;
			// Reposition only if this isn't the root prim.
			integer ThisLink = llGetLinkNumber();
			if (ThisLink != 0 || ThisLink != 1) {
				// This is not the root prim.
				vector Up = llRot2Up(llGetLocalRot());
				float DistanceToMove = Thickness / 2.0 - Scale.z / 2.0;
				vector Pos = llGetLocalPos();
				llSetPos(Pos + DistanceToMove * Up);
			}
			// Apply the new thickness.
			Scale.z = Thickness;
			llSetScale(Scale);
			return;
		}
		if (channel == (ME+SET_COLOR)) {
			vector newColor = (vector)data;
			llSetColor(newColor, ALL_SIDES);
		}
	}
}